Path: chuka.playstation.co.uk!news From: rs108@mdx.ac.uk (Robert Swan) Newsgroups: scee.yaroze.freetalk.english Subject: Re: 10 reasons dynamic tmds are cool Date: Sun, 14 Jun 1998 08:26:03 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 32 Message-ID: <358387dd.250965@www.netyaroze-europe.com> References: <356b3f8e.10068715@www.playstation.co.uk> <35836FA8.D9B@home.com> NNTP-Posting-Host: stu-dialup10.mdx.ac.uk X-Newsreader: Forte Free Agent 1.11/32.235 On Sat, 13 Jun 1998 23:37:30 -0700, Nick wrote: >Is the reason your loads are so much faster that the model data is >generated by your source code, or have you got something more >complicated happening like a compressed format or an adaptive >subdivision approach? model data is generated by source code. This is a lot faster - ie, im creating around 55 models in memory at the start of the game which is hardly noticeable. Try loading 55 in through siocons :) If all of your 55 models were completely different there would be less of a case for it. As mine are all from mathematicaql formula (to get the smooth corners on my race game) it makes sense to define them like this. Some of the models are more unique, (and therefore might take up more memory in source code than a simple tmd might) but 1) because I dont have a modeller at home, and 2) while memory isnt a problem i prefer the speed of dynamic tmds I do it that way. If you download my race game 2 demo, and look at the file 1_track.c then you will see the code to create all but a few of the models (for instance the car is a tmd, and the tunnel entrance is in a nother file) If youre interested in using dynamic tmds and prefer my method to the ones supplied by everyone else, email me and ill help you use my code. I will do it eventually anyway, but ive got other stuff to do as well. Robert Swan rs108@mdx.ac.uk http://www.netyaroze-europe.com/~middex2